Moved the whole logic to a new file (TooltipManager.cpp), and rewrote most of the logic to profit from object oriented programming. The side-effect is that the changes are scattered across entities, tiles and items because moving everything to OOP requires to add the tooltip to every .cpp file for every tile/item/entities (or their class, on plants for example which all use the tooltip IDS_TOOLTIPS_PLANT)
The issue with the default tooltips loop written by 4J is that:
Its running in the main Minecraft::tick loop and is more than a thousand lines long, polluting the function.
Not using C++'s full potential with object oriented programming, 4J decided to use a big switch case (probably because it could run better on hardware without branch prediction like the WiiU or Xbox 360 ?)
And seems to be better off in its own file than in the main Minecraft.cpp file
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#pragma once
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#include "HeavyTile.h"
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class FallingTile;
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class AnvilTile : public HeavyTile
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{
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friend class ChunkRebuildData;
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friend class Tile;
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public:
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static const int PART_BASE = 0;
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static const int PART_JOINT = 1;
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static const int PART_COLUMN = 2;
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static const int PART_TOP = 3;
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static const int ANVIL_NAMES_LENGTH = 3;
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static const unsigned int ANVIL_NAMES[ANVIL_NAMES_LENGTH];
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private:
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static wstring TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH];
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public:
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int part;
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private:
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Icon **icons;
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protected:
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AnvilTile(int id);
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public:
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bool isCubeShaped();
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bool isSolidRender(bool isServerLevel = false);
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Icon *getTexture(int face, int data);
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void registerIcons(IconRegister *iconRegister);
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void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
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bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false);
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int getRenderShape();
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int getSpawnResourcesAuxValue(int data);
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void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
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protected:
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void falling(shared_ptr<FallingTile> entity);
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public:
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void onLand(Level *level, int xt, int yt, int zt, int data);
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bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
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virtual int getInteractTooltipId(Level* level, int x, int y, int z, std::shared_ptr<Player> player, bool bUseItemOn) const;
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};
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